Still messing around with XenoDream sculpted objects. The portal was textured in TG2 (Diffuse colour, Displacement, and specular (Default shader through a Reflective shader)). The distant portal is the same object flipped and rotated. Walli's dry bush plants populate the scene via a Painted shader.
John
now this is cool.... the fakestones path... the surfacing on the rings... awesome
i wonder if anything would happen when i step through the portals....
what was the render time?
The rings are a trick, you step through one and appear over at the other, but they are so close it doesn't matter ;)
Excellent work on the texturing of the rings. I think the plans could use some work though.
Quoteyou step through one and appear over at the other
:D
Nice render, Schmeerington! I like the portals but they're a little over-bright on this monitor, kind of cartoony looking to me in comparison to the rest of the scene.
Nicely composed John. I would like to see the portal gates in an oxidized copper color; i.e., toned down a bit contrasting a bit better with the surrounding colors. In all, I like what you've done here.
Bob
This inspires me to try bringing in a XD object. Did you save it as a depth map in XD initially?
Really cool work!
Quote from: choronr on December 02, 2009, 02:02:47 PM
Nicely composed John. I would like to see the portal gates in an oxidized copper color; i.e., toned down a bit contrasting a bit better with the surrounding colors. In all, I like what you've done here.
Bob
yes perfect, with some verdigris....sweet globular structures, nice intersting scene....look forward to the nest one!
Yeh, agree, the gold is a bit blingy.
Quote from: zaai999 on December 02, 2009, 11:03:26 AM
what was the render time?
1 hr and 5 mins @ 0.8 Quality Detail.
Quote from: fractalinda on December 02, 2009, 09:06:49 PM
Did you save it as a depth map in XD initially?
I don't know what version of XD you're using, Linda, but version 2.0 up has a "Mesh Exp" button on the top toolbar; where after rendering your object you will triangulate it, and optionally simplify it to get the polygon count down, and then export it as an obj mesh. Use the Volume method rather than the Surface method as the latter can be dodgy with thinnish objects.
John
Now THAT'S funky!!
Somehow reminds me of Dali's work...